本文整理汇总了C#中ISceneChildEntity.FixOffsetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# ISceneChildEntity.FixOffsetPosition方法的具体用法?C# ISceneChildEntity.FixOffsetPosition怎么用?C# ISceneChildEntity.FixOffsetPosition使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ISceneChildEntity
的用法示例。
在下文中一共展示了ISceneChildEntity.FixOffsetPosition方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: SetPos
protected void SetPos(ISceneChildEntity part, LSL_Vector targetPos)
{
// Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
LSL_Vector currentPos = GetPartLocalPos(part);
float ground = 0;
bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
ITerrainChannel heightmap = World.RequestModuleInterface<ITerrainChannel>();
if(heightmap != null)
ground = heightmap.GetNormalizedGroundHeight((int)(float)targetPos.x, (int)(float)targetPos.y);
if (part.ParentEntity == null)
{
if (ground != 0 && (targetPos.z < ground) && disable_underground_movement && m_host.AttachmentPoint == 0)
targetPos.z = ground;
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
part.UpdateOffSet(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
}
else if (part.ParentEntity.RootChild == part)
{
ISceneEntity parent = part.ParentEntity;
if (!part.IsAttachment)
{
if (ground != 0 && (targetPos.z < ground) && disable_underground_movement)
targetPos.z = ground;
}
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z), true);
}
else
{
LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos);
part.FixOffsetPosition((new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z)),true);
ISceneEntity parent = part.ParentEntity;
parent.ScheduleGroupTerseUpdate();
}
}
示例2: PlayfwdState
public void PlayfwdState(ISceneChildEntity part)
{
if (part != null)
{
bool ChangedScale = false;
bool ChangedRot = false;
bool ChangedPos = false;
part.Undoing = true;
if (part.UUID == part.ParentEntity.UUID)
{
if (Position != Vector3.Zero)
{
ChangedPos = true;
part.ParentEntity.AbsolutePosition = Position;
}
if (Rotation != Quaternion.Identity)
{
ChangedRot = true;
part.UpdateRotation(Rotation);
}
if (Scale != Vector3.Zero)
{
ChangedScale = true;
part.Resize(Scale);
}
foreach (
ISceneChildEntity child in
part.ParentEntity.ChildrenEntities().Where(child => child.UUID != part.UUID))
{
child.Redo(); //No updates here, child redo will do it on their own
}
}
else
{
if (Position != Vector3.Zero)
{
ChangedPos = true;
part.FixOffsetPosition(Position, false);
}
if (Rotation != Quaternion.Identity)
{
ChangedRot = true;
part.ParentEntity.Rotation = (Rotation);
}
if (Scale != Vector3.Zero)
{
ChangedScale = true;
part.Resize(Scale);
}
}
part.ScheduleUpdate((ChangedScale ? PrimUpdateFlags.Shape : PrimUpdateFlags.None) |
(ChangedPos ? PrimUpdateFlags.Position : PrimUpdateFlags.None) |
(ChangedRot ? PrimUpdateFlags.Rotation : PrimUpdateFlags.None));
part.Undoing = false;
}
}
示例3: PlaybackState
public void PlaybackState (ISceneChildEntity part)
{
if (part != null) {
part.Undoing = true;
bool ChangedScale = false;
bool ChangedPos = false;
if (part.UUID == part.ParentEntity.UUID) {
if (Position != Vector3.Zero) {
ChangedPos = true;
part.ParentEntity.AbsolutePosition = Position;
}
part.SetRotationOffset (true, Rotation, true);
if (Scale != Vector3.Zero) {
ChangedScale = true;
part.Scale = Scale;
}
foreach (
ISceneChildEntity child in
part.ParentEntity.ChildrenEntities ().Where (child => child.UUID != part.UUID)) {
child.Undo (); //No updates here, child undo will do it on their own
}
} else {
if (Position != Vector3.Zero) {
ChangedPos = true;
part.FixOffsetPosition (Position, false);
}
part.UpdateRotation (Rotation);
if (Scale != Vector3.Zero) {
ChangedScale = true;
part.Resize (Scale);
}
}
part.Undoing = false;
var updateFlags =
(ChangedScale ? PrimUpdateFlags.Shape : PrimUpdateFlags.None) |
(ChangedPos ? PrimUpdateFlags.Position : PrimUpdateFlags.None) |
PrimUpdateFlags.Rotation;
part.ScheduleUpdate (updateFlags);
}
}